Beispiel #1
0
int    GLUI_Spinner::mouse_down_handler( int local_x, int local_y )
{
  this->state = find_arrow( local_x, local_y );

  /*  printf( "spinner: mouse down  : %d/%d   arrow:%d\n", local_x, local_y,
      find_arrow( local_x, local_y ));
      */

  if ( state != GLUI_SPINNER_STATE_UP AND state != GLUI_SPINNER_STATE_DOWN )
    return true;

  reset_growth();
  if ( can_draw() )
    draw_arrows();  

  /*** ints and floats behave a bit differently.  When you click on
    an int spinner, you expect the value to immediately go up by 1, whereas
    for a float it'll go up only by a fractional amount.  Therefore, we
    go ahead and increment by one for int spinners ***/
  if ( data_type == GLUI_SPINNER_INT ) {
    if ( state == GLUI_SPINNER_STATE_UP )
      edittext->set_float_val( edittext->float_val + 1.0 );
    else if ( state == GLUI_SPINNER_STATE_DOWN )
      edittext->set_float_val( edittext->float_val - .9 );
  }
  
  do_click();  
  
  return false;
}
Beispiel #2
0
// draw nodes which are fully attached to the list
void List::draw_connected(const Cairo::RefPtr<Cairo::Context> & cr) {
		ListNode * n = head;
	while (n != NULL) {
		n->draw(cr);
		n->printed = true;
		draw_arrows(cr, n);
		n = n->next;
	}
}
Beispiel #3
0
int    GLUI_Spinner::mouse_held_down_handler( int local_x, int local_y,
                          int new_inside)
{
  int new_state;

  if ( state == GLUI_SPINNER_STATE_NONE )
    return false;

  /*  printf("spinner: mouse held: %d/%d    inside: %d\n",local_x,local_y,
      new_inside);
      */

  if ( state == GLUI_SPINNER_STATE_BOTH ) {   /* dragging? */
    do_drag( local_x, local_y );
  }
  else {                                      /* not dragging */
    new_state = find_arrow( local_x, local_y );
    
    if ( new_state == state ) {
      /** Still in same arrow **/
      do_click();
    }
    else {
      if ( new_inside OR 1) {
    /** The state changed, but we're still inside - that
      means we moved off the arrow: begin dragging **/
    state = GLUI_SPINNER_STATE_BOTH;
      }
      else {
    /*** Here check y of mouse position to determine whether to 
      drag ***/

    /* ... */
      }
    }

    /*** We switched to up/down dragging ***/
    if ( state == GLUI_SPINNER_STATE_BOTH ) {
      glutSetCursor( GLUT_CURSOR_UP_DOWN );
      last_x = local_x;
      last_y = local_y;

      /** If the spinner has limits, we reset the growth value, since
    reset_growth() will compute a new growth value for dragging
    vs. clicking.  If the spinner has no limits, then we just let the
    growth remain at whatever the user has incremented it up to **/
      if ( edittext->has_limits != GLUI_LIMIT_NONE )
    reset_growth();
    }

    if ( can_draw() )
      draw_arrows();
  }

  return false;
}
Beispiel #4
0
// draw nodes which may point to the list but are no fully attached to it
void List::draw_disconnected(const Cairo::RefPtr<Cairo::Context> & cr) {
	int xTmp = out_x;
	int yTmp = out_y;
	for (int i = 0; i < currentNodes; i++) {
		if (!nodes[i]->printed) {
			nodes[i]->y = yTmp;
			nodes[i]->x = xTmp;
			nodes[i]->draw(cr);		
			draw_arrows(cr, nodes[i]);
			xTmp += 2 * ListNode::padding;
		}
	}
}
Beispiel #5
0
void menu::draw_menu() {
	if (!is_open) return;
	if (current_index[current_menu] + 2 > option_count && current_menu == Players) current_index[current_menu] = option_count - 1;
	float difference = ((option_count > MAX_PP ? MAX_PP : option_count) * (.035 * 10)) / 10;
	draw_rect(x_axis, y_axis + .018, .205, .074, shader_color);
	draw_rect(x_axis, y_axis + .055 + difference / 2, .205, difference, background_color);
	draw_rect(x_axis, y_axis + .074 + difference, .205, .038, shader_color);
	draw_text(title, 1, 1, x_axis, y_axis - .024, white, center);
	draw_text(sub_title, 1, .55, x_axis, y_axis + .022, white, center);
	draw_text(creator_text, 1, .455, x_axis - .097, y_axis + difference + .058, white);
	draw_text((string)(current_index[current_menu] + 1) + "/" + (string)option_count, 1, .455, x_axis + .095, y_axis + difference + .058, white, right);
	draw_sprite("commonmenu", "arrowright", x_axis - .095, y_axis + .074 + (.035 * c_drawing_index), .022, .022, pointer_color);
	draw_instructions();
	draw_arrows();
}
Beispiel #6
0
int    GLUI_Spinner::mouse_up_handler( int local_x, int local_y, int inside )
{
  state = GLUI_SPINNER_STATE_NONE;

  /*  printf("spinner: mouse up  : %d/%d    inside: %d\n",local_x,local_y,inside);              */

  /*glutSetCursor( GLUT_CURSOR_INHERIT );              */
  glutSetCursor( GLUT_CURSOR_LEFT_ARROW );

  draw_arrows();

  /*  do_callbacks(); --- stub               */
  /*  if ( callback )               */
  /*  callback( this->user_id );              */
  
  return false;
}
Beispiel #7
0
TypeScreen game_rank_screen()
{
	const int num_of_buttons = 1;
	int i, pos;
	const int num_of_ops = 1;
	ArrowOp vet_arrow_type[num_of_ops];
	JHI_Image but_up;
	JHI_Image but_down;
	JHI_Image but_up_red;
	JHI_Image but_down_red;
	JHI_Image *but_up_pointer[num_of_ops];
	JHI_Image *but_down_pointer[num_of_ops];
	JHI_Text * text_pointer[num_of_ops];
	JHI_Text * text_pointer_name[num_of_ops];
	JHI_Text level;
	JHI_Text level_name;
	JHI_Font f1,f2;
	TypeScreen te = IS_CLOSE;
	JHI_Image back;
	Button back_title[num_of_buttons];
	JHI_MouseSt mouse;
	JHI_Effect ef1;
	JHI_Point2d init_arrow_pos;

	jhi_load_image_with_transparent_color(&but_up, BUTTON_SET_UP, BLUE);
	jhi_load_image_with_transparent_color(&but_down, BUTTON_SET_DOWN, BLUE);
	jhi_load_image_with_transparent_color(&but_up_red, BUTTON_SET_RED_UP, BLUE);
	jhi_load_image_with_transparent_color(&but_down_red, BUTTON_SET_RED_DOWN, BLUE);
	jhi_load_effect(&ef1, CLICK_BOTTON_SOUND);
	jhi_load_font(&f2, MONSTER_FONT, 40);
	jhi_load_font(&f1, MONSTER_FONT, 30);
	jhi_load_image(&back, BACK_FILE_PATH);
	jhi_set_fps_timer(32);

	jhi_init_text(&level);
	jhi_init_text(&level_name);
	jhi_set_text(&f1, &level, BLACK, "Dificuldade:");
	jhi_set_text(&f1, &level_name, RED, levels[get_rank_game_level()]);
	text_pointer[0] = &level;
	text_pointer_name[0] = &level_name;

	vet_arrow_type[0] = RANK_LEVEL;

	for (i = 0; i < num_of_ops; i++)
	{
		but_up_pointer[i] = &but_up;
		but_down_pointer[i] = &but_down;
	}


	jhi_init_mouse(&mouse);
	init_button(&back_title[0], &f1, "Retornar", BUTTON_TYPE_1);

	back_title[0].pos.x = jhi_get_central_pos(jhi_get_width_window(), jhi_get_height_window(), jhi_get_image_width(&(back_title[0].img)),
			jhi_get_image_height(&(back_title[0].img))).x - 250;

	init_arrow_pos = jhi_get_point(jhi_get_central_pos(jhi_get_width_window(), jhi_get_height_window(),
			jhi_get_image_width(&but_up), 0).x - 120, 20);

	while(jhi_get_close_window() != JHI_CLOSE)
	{
		jhi_timer_start();
		jhi_update();
		jhi_clean();

		jhi_draw_image(&back, jhi_get_point(0, 0));
		draw_rank(&f2, get_rank_game_level());
		draw_button(&back_title[0], jhi_get_point(back_title[0].pos.x, 500));
		draw_arrows(but_up_pointer, but_down_pointer, num_of_ops,
				 init_arrow_pos, text_pointer, text_pointer_name);


		jhi_init_mouse(&mouse);

		for (i = 0; i < jhi_get_number_of_events(); i++)
		{
			mouse = jhi_get_mouse_status(i);
		}

		if (mouse.mouse_event != MOUSE_NOT_EVENT)
		{

			HANDLE_ARROWS;
			pos = check_buttons(mouse, back_title, num_of_buttons);
			if (pos == 0) {te = IS_TITLE; jhi_play_effect(&ef1, 2000); break;}
		}

		jhi_wait_time();
	}

	jhi_free_font(&f1);
	jhi_free_font(&f2);
	jhi_free_image(&back);
	free_button(&back_title[0]);
	jhi_free_effect(&ef1);
	jhi_free_image(&but_up);
	jhi_free_image (&but_down);
	jhi_free_image(&but_up_red);
	jhi_free_image(&but_down_red);
	jhi_free_text(&level);
	jhi_free_text(&level_name);

	return te;
}
Beispiel #8
0
int main(){
  int i,count=0;
  cairo_surface_t *cs = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
						    W,H);

  int s=(W+SPACING-1)/SPACING+1;
  float *data = calloc((W+SPACING-1)/SPACING,sizeof(*data));
  for(i=0;i<s;i++)
    data[i] = -sin((i-.35)/s*2*M_PI)*.9;

  clear_surface(cs);
  draw_quant(cs);
  draw_axis(cs,0);
  draw_samples(cs,data,0);
  write_frame(cs,"quant",count++);

  /* fade in lines */
  for(i=0;i<FRAMES;i++){
    clear_surface(cs);
    draw_quant(cs);
    draw_axis(cs,0);
    draw_targets(cs,data,(float)i/FRAMES);
    draw_samples(cs,data,0);
    write_frame(cs,"quant",count++);
  }

  /* fade in arrows */
  for(i=0;i<FRAMES;i++){
    clear_surface(cs);
    draw_quant(cs);
    draw_axis(cs,0);
    draw_targets(cs,data,1);
    draw_samples(cs,data,0);
    draw_arrows(cs,data,0,(float)i/FRAMES);
    write_frame(cs,"quant",count++);
  }

  /* move */
  for(i=0;i<FRAMES;i++){
    clear_surface(cs);
    draw_quant(cs);
    draw_axis(cs,0);
    draw_targets(cs,data,1);
    draw_samples(cs,data,(float)i/FRAMES);
    draw_arrows(cs,data,(float)i/FRAMES,1);
    write_frame(cs,"quant",count++);
  }

  /* fade out all */
  for(i=0;i<FRAMES;i++){
    clear_surface(cs);
    draw_quant(cs);
    draw_axis(cs,0);
    draw_targets(cs,data,1.-(float)i/FRAMES);
    draw_samples(cs,data,1);
    draw_arrows(cs,data,1,1-(float)i/FRAMES);
    write_frame(cs,"quant",count++);
  }

  clear_surface(cs);
  draw_quant(cs);
  draw_axis(cs,0);
  draw_samples(cs,data,1);
  write_frame(cs,"quant",count++);

  cairo_surface_destroy(cs);
  return 0;
}